Chapter 3

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Last updated 6:43 AM on 10/1/26
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99 Terms

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Chapter 3 big idea

People act effectively by combining memory, environmental cues, constraints, and cultural knowledge

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Knowledge in the world

Labels, signs, layout, and reminders; supports first-time use (high discoverability), but can become cluttered or disappear if the environment changes

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Knowledge in the head

Learned facts, skills, habits, and conventions; efficient once learned, but requires learning and can be forgotten

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Declarative knowledge

Knowing facts and rules (e.g., "the gearshift must be in reverse")

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Procedural knowledge

Knowing how: skilled action learned through practice; hard to put into words

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Working memory

Limited, fragile memory for the just-present

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Long-term memory

Reconstructed memory for past knowledge and experience (not an exact recording)

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Natural mapping

A control layout that matches the layout of the objects it controls

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Reminder design

A good reminder includes both a signal (draws attention) and a message (what to remember)

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Prospective memory

Remembering to perform a planned action at a future time

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Transactive memory

A group recalls something together by each person contributing partial knowledge

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Norman's three levels of mapping (best to third-best)

1) Controls mounted directly on the item; 2) Controls as close as possible to the item; 3) Controls arranged in the same spatial layout as the items

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Penny recognition example

People use coins well without recalling precise visual details; they only need enough to tell coins apart

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Saab ignition example

A rule hidden in the head (car must be in reverse to remove the key) fails first-time users because there is no cue in the world

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Stove controls example

Poor mapping forces labels and memory; a spatial mapping of controls to burners reduces error

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Pilots and air-traffic control example

Critical information is written down or entered into equipment immediately instead of held in memory

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Ch. 3 software lessons

Don't make users memorize arbitrary commands; use menus, labels, previews, and persistent state; chunk information; standardize only when better mapping isn't practical

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Pitfall: hidden commands depend on prior training

Fix: put key information at the point of use

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Pitfall: similar items require unexpected precision

Fix: make differences perceptually obvious

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Pitfall: reminders signal but don't carry the message

Fix: pair reminders with content and timing

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Pitfall: cultural assumptions treated as universal

Fix: test mappings across cultures and contexts

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Best memory aid (Ch. 3 takeaway)

Making memory unnecessary

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Review: How can people perform precisely with imprecise memory?

The world can provide cues that work together with knowledge in the head

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Review: Benefit of natural mapping in a control layout

It reduces memory load and errors by matching controls to what they affect

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Review: Which description matches procedural knowledge?

Knowing how to perform a skilled action through practice

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Review: What should a good reminder include?

Both a signal and a message

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Review: What does Ch. 3 say about mappings that feel "natural"?

Culture can change what feels natural

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HW A1: Shopper uses familiar routines + on-screen instructions at self-checkout

Remembered knowledge and visible information work together to guide action

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HW A2: Stating "Borrowed equipment must be returned before 5 p.m."

Declarative knowledge: knowledge of a fact or rule

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HW A3: Types fluently without looking but can't describe finger movements

Practice has developed procedural knowledge that is difficult to verbalize

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HW A4: Can't draw a coin but uses it correctly

They need enough information to distinguish the coin from relevant alternatives

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HW A5: Connector fits its socket only one way

It reduces the physically possible actions the user must choose among

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HW A6: Novice prefers labeled menus, expert prefers learned commands

Visible information reduces initial learning but can take time to find and interpret

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HW A7: Registration code disappears after an interruption; best fix

Keep the code visible next to the field until entry is complete

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HW A8: Runner remembers digits as race times

The digits become meaningful chunks linked to existing knowledge

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HW A9: Recalling an old event differently after a new interpretation

Remembering reconstructs and interprets stored information rather than replaying an exact record

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HW A10: Arbitrary task codes replaced by goal-based groups

The organization connects new material to meaningful relationships users can understand

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HW A11: How to judge a simplified model

By whether it supports appropriate behavior in the situation for which it is used

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HW A12: Technician hears settings in sequence (pilot approach)

Enter each setting into the relevant control as it is heard, keeping the values visible

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HW A13: Remembering to return a camera tomorrow

Prospective memory

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HW A14: Alarm sounds but student forgets its purpose; missing component

The message identifying what needs to be remembered

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HW A15: Instructions left in a closed drawer; best fix

Arrange for the instructions to appear when and where the student must prepare to leave

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HW A16: Friends recover a restaurant name by combining clues

Transactive memory

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HW A17: Team relies on a shared digital reference that may be wrong or unavailable

The aid can improve performance, but accuracy and continued access still matter

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HW A18: Four lights in a 2x2 square, switches in a vertical list; best redesign

Arrange the switches in a 2x2 square matching the lights from the user's viewpoint

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HW A19: Strongest mapping in Norman's three-level ranking

Mount each control directly on the item it operates

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HW A20: Users disagree on natural scroll direction

Their different metaphors (moving text vs. moving window) create different, internally coherent expectations

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HW A21 fill-in: Facts and rules a person can state are ____ knowledge

declarative

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HW A22 fill-in: Dividing a long digit string into meaningful groups creates memory ____

chunks

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HW A23 fill-in: A reminder needs a ____ to draw attention plus a message

signal

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HW A24 fill-in: Remembering to perform a planned action later is ____ memory

prospective

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HW A25 fill-in: The relationship between controls and the objects they affect

mapping

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Laws of UX Part 1: the five laws

Jakob's Law, Fitts's Law, Hick's Law, Miller's Law, Postel's Law

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Jakob's Law

(Jakob Nielsen) Users spend most of their time on other sites and products, so they expect yours to work like the ones they already know; use standards and conventions where available

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Jakob's Law key takeaway

Innovation should not come at the cost of usability; familiarity reduces learning time and cognitive effort

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Jakob's Law examples

Cart icon in the upper right; bottom navigation bars on mobile; underlined/colored text for links; magnifying glass for search

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Does Jakob's Law mean you can't innovate?

No; use branding and unique features to stand out, but roll out major changes carefully and gradually (good: Gmail, YouTube; bad: Windows 8)

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Fitts's Law

(Paul Fitts, 1954) The time required to reach a target depends on its size and distance; larger, closer targets are faster and easier to select

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Fitts's Law formula

ID = log2(2D / W), where ID = index of difficulty, D = distance to target, W = width of target

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Fitts's Law design implications

Make frequent buttons larger; place controls near where users already focus; reduce pointer/finger movement; space targets apart; size touch targets for fingers

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Fitts's Law examples

Large Submit/Add to Cart button (Submit near the last field); floating action button within thumb reach; controls at screen edges (edges stop the pointer); tiny "X" close buttons are hard to hit

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Google Material Design minimum touch target

48 x 48 dp (density-independent pixels)

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Hick's Law

(Hick & Hyman, 1950s) The time to make a decision increases as the number and complexity of choices increase

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Hick's Law goal

Not always fewer choices, but clearer, better-organized choices; grouping is your friend

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Hick's Law design implications

Limit choices at critical moments; group related options; use progressive disclosure (reveal complexity only when needed); highlight recommended actions; remove rarely used options

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Hick's Law examples

Streaming content grouped by genre; forms asking essential questions first; a highlighted "Most Popular" pricing plan; a simple nav menu instead of dozens of equal links

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Miller's Law

(George A. Miller, 1956) The average person can keep about 7 ± 2 items (chunks) in working memory

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Important caveat about Miller's Law

Working memory may be even more limited, so chunking matters more than the exact number; don't treat 7 as a magic number

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Miller's Law design implications

Chunk content; use headings, sections, and lists; don't make users remember info between screens; avoid unnecessary tasks; support recognition over recall (show options, hints, visible instructions)

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Miller's Law examples

Chunked phone numbers; multi-step checkout (one task at a time); grouped navigation categories; password requirements shown on screen

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Postel's Law

(Jon Postel, TCP; a.k.a. the robustness principle) Be conservative in what you do, be liberal in what you accept from others

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Postel's Law design implications

Accept input variations (except passwords); fail gracefully with meaningful feedback; maximize interoperability and backward compatibility; ensure predictable, consistent output

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Postel's Law caveat #1

Be mindful of maintainability: overly permissive input rules complicate code and documentation

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Postel's Law caveat #2

Be accepting, but not too accepting: unsanitized input can open the system to attacks (e.g., SQL injection, XKCD "Bobby Tables")

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HW B1: Jakob's Law suggests users…

Prefer interfaces that work similarly to those they already know

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HW B2: Shopping site keeps navigation like other popular e-commerce sites

Jakob's Law

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HW B3: Fitts's Law is primarily concerned with…

The time required to reach a target based on size and distance

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HW B4: Easiest target to click under Fitts's Law

A large button close to the cursor

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HW B5: Change that best improves usability per Fitts's Law

Making a primary action button larger

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HW B6: Strategy that best reflects Miller's Law

Organizing information into smaller, meaningful chunks

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HW B7: Design choice that best aligns with Jakob's Law

Using familiar menu patterns and predictable layout conventions

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HW B8: Why a highly original interface causes problems (Jakob's Law)

It increases cognitive load by forcing users to learn new patterns

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HW B9: Form requires remembering a long list of requirements across steps

Miller's Law

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HW B10: Hick's Law states that…

Decision time increases with the number and complexity of choices

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HW B11: Small, hard-to-reach button for a frequent action violates…

Fitts's Law

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HW B12: Scenario that best illustrates Hick's Law

A user overwhelmed by 40 filter options in an online store

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HW B13: Streaming service cuts homepage categories from 18 to 6

Hick's Law

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HW B14: Postel's Law advises designers to…

Accept varied user input gracefully while being consistent in output

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HW B15: Date field accepts 10/12/26, October 12 2026, 2026-10-12 and formats consistently

Postel's Law

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HW B16: Situation that best reflects Postel's Law

A search bar returns useful results despite spelling variations

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HW B17: System rejects valid input that doesn't match one exact format; fails to apply…

Postel's Law

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HW B18: Breaking a long onboarding flow into short sections to reduce overload

Miller's Law

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HW B19: Miller's Law is most closely related to…

The limits of working memory

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HW B20: Decision most likely to increase decision time (Hick's Law)

Presenting many equally weighted choices at once

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HW B21 fill-in: Users prefer your site to work like sites they already ____

know

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HW B22 fill-in: Larger, closer targets are faster and easier to ____ (Fitts's Law)

select (click / reach)

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HW B23 fill-in: Miller's Law is addressed by ____ (grouping into meaningful units)

chunking

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HW B24 fill-in: More, more complex choices increase the time to make a ____

decision

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HW B25 fill-in: Postel's Law: be flexible in accepting user ____

input